Leading family learning-by-making workshops in schools around the world is a pure joy. When parents can experience through the eyes, hands, and screens of their children what is possible, they demand a new more progressive educational diet from their school. I have now led three different family workshops at my favorite school in the world. The first one featured a wide range of materials, including: MakeyMakey, littleBits, LEGO WeDo, sewable circuitry, and Turtle Art. Twenty people RSVPd and more than one hundred showed up. The kids ranged in age from preschool to high school.

The next workshop was held the night before Halloween 2018. So, I selected a Halloween theme for our work with the Hummingbird Duo Robotics kits. A few minutes of introduction to the Hummingbird kit and the prompt, “Bring a Spooky ghost, goblin, or monster to life!” was all that was required for 60+ kids and parents to build and program in Snap! spooky creatures in less than ninety minutes.

Last week’s workshop was the best yet. An invitation for thirty grade 3-6 kids and parents to attend a family learning-by-making workshop sold out in no time flat.

Each of these workshops exemplified irrefutable evidence of the efficacy of constructionism and the limits of instruction. However, the most recent workshop possessed a special magic. Last week’s workshop was centered around the BBC micro:bit microcontroller development board. For $30 (Australian/$22 US), each kid would go home with the micro:bit Go kit they used during the workshop.

It is worth noting that while the hosting school has a long tradition of project-based learning and open education, it is not a high tech school and its facilities are not unlike many public primary schools. Furniture, room layout, and projector placement make instruction virtually impossible, even if I were prone to offer step-by-step tutelage, of which I am not. (Kids and parents were working in every nook and cranny of a library and in an adjacent classroom) Besides, the research project that is my work with teachers and students, leaves me convinced that instructionism, the notion that learning is the result of having been taught, is a fool’s errand. Piaget’s belief that “knowledge is a consequence of experience” is central to my work.

Parents brought their own laptops while other families used school laptops. The parents with personal laptops needed to use their phones for Internet access because stupid school Internet implementation doesn’t allow guest Web access. There were more than sixty workshop participants.

This is how the workshop began.


Hi. I’m Gary. This is the micro:bit. It has a 5X5 LED display that can be used to show pictures or display text. It also has two buttons that you can use to trigger actions. The micro:bit also has a temperature sensor, a light sensor, an accelerometer that knows if you move, tilt, or drop it, a compass, and ability to communicate between two or more micro:bits via radio. You can also connect LEDs, motors, buttons, or other sensors to the micro:bit via alligator clips, wire, or conductive thread  if you want to build robots or other cool stuff.

If you program in Scratch, the micro:bit can be used to control a video game you make by pressing the buttons or tilting the micro:bit like a steering wheel. You can even connect the micro:bit to a paper towel tube and make a magic wand to advance a story you program.

We will be using a Web-based programming environment, Microsoft MakeCode, tonight because it uses all of the hardware features of your micro:bit.

  • Go to MakeCode.com
  • Click on micro:bit
  • Click on New Project
  • Drag the Show Icon block from the Basic blocks into the Start block.
  • Select the heart shape
  • Now, we want to transfer the program we created to the micro:bit. The micro:bit works like a USB flash drive. Put a program on it and it runs until you put a new program there.
  • Click Download
  • Find the downloaded file you created, the one that ends in .hex in your downloads folder
  • Drag that file onto the microbic drive in your file explorer or Finder
  • Watch the yellow light on the micro:bit flash to indicate that the transfer is underway.

Voila! There’s a heart icon on your micro:bit!

  • Click on the Input blocks
  • Drag out an On Button blockChoose Button A
  • Make the program show you a Pacman icon when a user clicks the A button on the micro:bit
    Drag out another On Button block
  • Program the B button to Show String (some text you type as a message)
    Download your new program and copy it to the micro:bit

Heart displays

  • Click the A button and see Pacman. Click the B button and display your message!
  • Connect your battery box to the micro:bit and disconnect the micro:bit from the computer. Look!
  • The program runs as long as it has power!
  • Come get your micro:bit kit and a list of project ideas you might try.

90 minutes later, we needed to tell kids and parents to go home. (I am reasonably confident that I wrote more of my two minutes worth of instruction above than I actually said to the kids).

About 1/3 of the participants were girls and many boys were accompanied by mothers and grandmothers. There were plenty of Dads participating as well. Once one kid or family team made a breakthrough, I would signal that to other kids so they knew where to look or ask questions if they were struggling or curious.


Scenes from the workshop

Observations
Many teachers in workshop settings really struggle with the mechanics or concept of finding their downloaded file and clicking-dragging the file onto the micro:bit. Not a single child had any difficulty performing the process of copying a file from one drive to another. I have long been critical of the clumsy way in which MakeCode handles the process of downloading programs to the micro:bit and the way in which the Arduino IDE uploads programs to its board. The fact that upload and download are used arbitrarily is but one indicator of the unnecessarily tricky process. The fact that not one primary school student had such difficulty the first time they encountered physical computing makes me less anxious about the process.

Several kids were very clever and had working understanding of variables despite not having school experience with such concepts. This once again proves that when a teacher acts as a researcher. they discover that kids know stuff or harbor misconceptions . Such information allows for adjusting the learning environment, testing an intervention, or introducing a greater challenge. Some students had little difficulty constructing equations, despite the ham-fisted MakeCode interface. A few kids just wanted the micro:bit to perform calculations and display the result.

Conditionals proved equally logical to lots of the 8-12 year-olds. (It was interesting chatting with parent/student teams because it was often difficult to predict if you needed to engage in one or two conversations at the same time. A clever kid didn’t always mean that their parent understood what was going on or vice versa.)

There is much written about iterative design in education. Iterative design is swell for designing a new toothpaste tube based on customer interviews, brainstorming, pain points, etc. It is terrible for learning history or playing the cello. Iteration is about fixing something; making it right. I am much more excited about activities, such as computer programming in accessible languages, that lead to generative design. Show a kid a couple o blocks and they immediately have their own ideas about what to do next. The degree of difficulty of projects increase as kids experience success. If they are successful, they naturally find a new challenge, embellish their project, or test another hypothesis. If unsuccessful, debugging is necessary. Debugging is one of the most powerful ideas justifying computer use in education.

New prompt ideas emerged. While working with kids, I improvised the challenge to make a thermometer that showed a smiley face for warm temperatures and a sad face for colder temperatures. That was then substituted for a too difficult challenge in my list of suggested prompts.

When chips are cheap as chips, all sorts of new things are possible. You can leave projects assembled longer than a class period. You can use multiple micro:bits in one project. If you build something useful, you never have to take it apart. Giving every child the constructive technology to keep is a game changer! I will reconvene the students who attended the workshop next week to answer questions and see what they’ve been up to. Perhaps, this experience will lead to another article.

In less than the time of two traditional class periods (90 minutes), young children demonstrated a working understanding of computing concepts covering a breadth and depth of experiences many kids will not enjoy over twelve years of formal schooling. All of this was accomplished without coercion, assessment, sorting, worksheets, or more than a couple of minutes worth of instruction. A commitment to student agency and use of good open-ended constructive technology with extended play value allows a beautiful garden to bloom.

Resources


Veteran educator Dr. Gary Stager is co-author of Invent To Learn — Making, Tinkering, and Engineering in the Classroom and the founder of the Constructing Modern Knowledge summer institute. He led professional development in the world’s first 1:1 laptop schools and designed one of the oldest online graduate school programs. Learn more about Gary here.

In Chapter Four of our new book, Invent to Learn – Making, Tinkering, and Engineering in the Classroom, we discuss the importance of prompt setting as a basis for project-based learning. I argue that “a good prompt is worth 1,000 words.” Projects are not the occasional dessert you get as a reward after consuming a semester’s worth of asparagus, but that the project should be a teacher’s “smallest unit of concern.

Last week, Sylvia Martinez and I completed a successful four-city Texas Invent to Learn workshop tour. Each workshop featured an open-ended engineering challenge. This challenge, completed in under two hours, was designed not only to introduce making, engineering, tinkering, and programming to educators with diverse experience, but to model non-coercive, constructionist, project-based learning.

Presented with what we hope was a good prompt, great materials, “sufficient” time, and a supportive culture, including a range of expertise, the assembled educators would be able to invent and learn in ways that exceeded their expectations. (We used two of our favorite materials: the Hummingbird Bit Robotics Kit and Snap! programming language.)

A good time was had by all. Workshop participants created wondrous and whimsical inventions satisfying their interpretation of our prompt. In each workshop a great deal was accomplished and learned without any formal instruction or laborious design process.

What’s your point?
Earlier today, our friends at Birdbrain Technologies, manufacturers of the Hummingbird Bit Robotics Kit, tweeted one of the project videos from our Austin workshop. (Workshop participants often proudly share their creations on social media, not unlike kids. Such sharing causes me to invent new workshop prompts on a regular basis so that they remain a surprise in subsequent events.)

This lovely video was shared for all of the right reasons. It was viewed lots of times (and counting). Many educators liked or retweeted it, All good!

What’s slightly more problematic is the statement of the prompt inspiring this creation.

“Problem: The Easter Bunny is sick. Design a robot to deliver eggs.”

That was not the exact prompt presented to our workshop participants. This slight difference makes all the difference in the world.

The slide used to launch the invention process

Aren’t you just nitpicking?
Why quarrel over such subtle differences in wording?

  • Words matter
  • My prompt was an invitation to embark on a playful learning adventure complete with various sizes of candy eggs and a seasonal theme. Posing the activity as a problem/solution raises the stakes needlessly and implies assessment.
  • Design a robot comes with all sorts of baggage and limits the possible range of approaches. (I just rejected the word, solutions, and chose approaches because words matter.)

People have preconceived notions of robots (good and bad). Even if we are using a material called a robotics kit, I never want children to cloud their thinking with conventional images of robots.

The verb, design, is also problematic. It implies a front-loaded process involving formal planning, audience, pain point, etc… good in some problem solving contexts, but far from universally beneficial.

The use of problem, design, and robot needlessly narrows and constrains the affective, creative, and intellectual potential of the experience.

A major objective of professional learning activities such as these is for educators to experience what learning-by-doing may accomplish. Diving in, engaging in conversation with the materials, collaborating with others, and profiting from generative design (a topic for future writing) leads all learners to experience success, even in the short time allotted for this activity. Such a process respects what Papert and Turkle called epistemological pluralism. Hopefully, such positive personal experiences inspire future exploration, tinkering, and learning long after the workshop ends.

Our book suggests that good prompts are comprised of three factors:

  • Brevity
  • Ambiguity
  • Immunity to assessment

Such prompt-setting skill develops over time and with practice. Whether teaching preschoolers or adults, I am sensitive to planting the smallest seed possible to generate the most beautiful garden with the healthiest flowers. That glorious garden is free of litter from brainstorming Post-It Notes, imagination crushing rubrics, and other trappings of instruction.

References
Martinez, S. L., & Stager, G. (2019). Invent to learn: Making, Tinkering, and Engineering in the Classroom, second edition (2 ed.): Torrance, CA: Constructing Modern Knowledge Press

Turkle, S., & Papert, S. (1992). Epistemological Pluralism and the Revaluation of the Concrete. Journal of Mathematical Behavior, 11(1), 3-33.


Veteran educator Dr. Gary Stager is co-author of Invent To Learn — Making, Tinkering, and Engineering in the Classroom and the founder of the Constructing Modern Knowledge summer institute. He led professional development in the world’s first 1:1 laptop schools and designed one of the oldest online graduate school programs. Learn more about Gary here.

”cmk09″

Buy the book!

I’m thrilled to announce that our publishing company, Constructing Modern Knowledge Press, has released a new and expanded second edition of our book, Invent to Learn: Making, Tinkering, and Engineering in the Classroom. The new book is available in softcover, hardcover, and Kindle editions.

Co-author Sylvia Martinez and CMK Press Art Director Yvonne Martinez put the finishing touches on the new book

Sylvia Martinez and I are enormously proud of how Invent To Learn has inspired educators around the world since we published the first edition. Our decision to emphasize powerful ideas over technology ensured that very little of the book became dated. In fact, the first edition of  Invent to Learn continues to sell at the age of 129 (in tech book years) and is available or currently being translated into seven languages. The book is quite likely the most cited book about the maker movement and education in scholarship and conference proposals.

The new book takes a fresh shot at addressing the three game changers: digital fabrication, physical computing, and computer programming. We include sections on the BBC micro:bit, Hummingbird Robotics, littleBits, and new programming environments for learners. The new Invent to Learn also afforded us with an opportunity to reflect upon our work with educators around the world since the dawn of the maker movement in schools. There is an enormous collection of updated resources and a new introduction. Stay tuned for more online resources to be posted at the Invent To Learn web site.

In crass terms, the new edition of Invent to Learn: Making, Tinkering, and Engineering in the Classroom is 25% longer than the original. We even debugged some six year old typos.

I was shocked by how much time and effort was required to create the new edition of Invent to LearnThe second edition actually took longer to write than the original. I think we made a good book even better.

Spoiler Alert

According to Amazon.com, the most underlined passage in Invent to Learn is this.

“This book doesn’t just advocate for tinkering or making because it’s fun, although that would be sufficient. The central thesis is that children should engage in tinkering and making because they are powerful ways to learn.”

One of the greatest honors of my life was having our book reviewed by legendary educator and author of 40+ classic books, Herb Kohl, who wrote the following.

Invent to Learn is a persuasive, powerful, and useful reconceptualization of progressive education for digital times.” (full review)

So, that’s the secret. Invent to Learn: Making, Tinkering, and Engineering in the Classroom is really about making the world a better place for kids by helping educators construct a joyous, purposeful, creative, and empowering vision of education that prepares young people to triumph in an uncertain future.

I sure hope that y0u will read our new book and share this exciting news with your colleagues!

Following speaking at the prestigious WISE Conference in Qatar (November 2017), Gary Stager delivered a keynote address on learning-by making at a conference held at The American University in Cairo. The video is finally available. Enjoy!


Veteran educator Dr. Gary Stager is co-author of Invent To Learn — Making, Tinkering, and Engineering in the Classroom and the founder of the Constructing Modern Knowledge summer institute. He led professional development in the world’s first 1:1 laptop schools and designed one of the oldest online graduate school programs. Learn more about Gary here.

In May 2018, Gary Stager sat down with Change.School founders, Bruce Dixon and Will Richardson for their Modern Learners Podcast, to discuss learning, teaching, school improvement, and a host of other provocative topics. The title of the podcast is “The Lost Art of Teaching with Gary Stager.”

You may listen to the conversation or download the audio podcast here or watch the Zoom video below.

Hello World is a free, glossy, well-edited magazine for educators published by the Raspberry Pi Foundation. Gary Stager has written two featured articles in the first four issues of the publication.

His latest article, Professional Development Gets Personal, shares lessons learned over a decade of Constructing Modern Knowledge.

Download the complete issue

 

Read Gary’s PD Article

 

Download Issue 1 of Hello World

Read Gary Stager’s profile of Seymour Papert

 

 

 

 

 

 


Veteran educator Dr. Gary Stager is co-author of Invent To Learn — Making, Tinkering, and Engineering in the Classroom and the founder of the Constructing Modern Knowledge summer institute. Learn more about Gary here.

Look at what preK-6 Mexican teachers did in my recent PBL 360 workshop in Guadalajara. This was their first experience with engineering, physical computing, and programming. They designed, created, and programmed these “birds” in less than two hours with the Hummingbird Robotics Kit and SNAP!

The prompt was simple…

“Make a Bird. Singing and dancing is appreciated.”

There was no instruction. The entire project was completed in under two hours – roughly the equivalent of two class periods.

My work continues to demonstrate the limits of instruction, the power of construction, and the Piagetian notion that “knowledge is a consequence of experience.” There is simply no substitute for experience. Constructive technology and computing amplify human potential and expand the range, breadth, and depth of possible projects. This is critical since the project should be the smallest unit of concern for educators.

Look at these short video clips sharing the teachers’ projects and compare what is possible during an educator’s first or second computing experience with the unimaginative and pedestrian “technology” professional development typically offered. We need to raise our standards substantially.

“You cannot behave as if children are competent if you behave as if teachers are incompetent.” – Gary Stager

The following videos are unedited clips of each group sharing their project. Start listing the plethora of curricular standards satisfied by a single project of this kind.

Operatic Diva Bird from Gary Stager on Vimeo.

The Parrott from Gary Stager on Vimeo.

Dr. Jeckyll and Mr. Hyde Robot Pengin from Gary Stager on Vimeo.

Three-Function Bird from Gary Stager on Vimeo.

Singing Bird with Creepy Eyes from Gary Stager on Vimeo.

About the author

Gary Stager, Ph.D. is the founder of the Constructing Modern Knowledge summer institute for educators, coauthor of Invent To Learn – Making, Tinkering, and Engineering in the Classroom, and curator of the Seymour Papert archive site, DailyPapert.com. You may learn more about him and reach out here.


The Hummingbirds Robotics Kit is also available from Amazon.com.

Hard fun at CMK 2016!

Constructing Modern Knowledge, celebrates its 10th anniversary this July 11-14, and represents the best work of my life. Before anyone was discussing the maker movement in schools, Constructing Modern Knowledge created a four-day oasis where educators could learn-by-doing through the construction of personally meaningful projects with digital and traditional materials. From the start, CMK was never a conference. It was an institute. From its inception, CMK was designed to build a bridge between the best principles of progressive education and the constructive tools of modernity.

Wearable computing

Since our focus was the Piagetian ideal that knowledge results from experience, educators attending Constructing Modern Knowledge, when not lost in project development, engage in formal and informal conversations with some of the greatest innovators and thinkers of our age.

Dont’ miss out! Register today!

CMK Speakers are not recruited for being cute or witty, but because they were experts with a body of profound work. CMK began with guest speakers Alfie Kohn, Peter Reynolds, and digital STEM pioneer Robert Tinker. Until his death, Marvin Minsky, arguably one of the most important scientists of the past century, led eight annual fireside chats with educators at CMK. The great mathematician, scientist, and software developer Stephen Wolfram “subbed” for Professor Minsky last year.

Two of the greatest jazz musicians in history led a masterclass at CMK. Years before his daily Blog changed the media landscape and he was featured in a commercial at the start of the Academy Awards, Casey Neistat was a guest speaker at CMK 2012. Civil rights icon Jonathan Kozol spent time at CMK. Alfie Kohn and Deborah Meier engaged in a spirited conversation, as did Eleanor Duckworth and Deborah Meier. Best-selling historian James Loewen spoke at CMK nearly a decade before Southern States began dismantling confederate statues. Wonder Kid and CMK 2015 speaker, Cam Perron, is about to be honored for his extraordinary contributions to baseball. MIT Media Lab faculty have generously hosted us for eight years. Check out the list of the other amazing people who have spoken at CMK.

YouTube filmmaker and media sensation Casey Neistat spoke at CMK 2012!

One of the great joys of my life has been sharing my heroes and friends with educators. Our faculty consists of brilliant women and men who invented the technology that justified computers in classrooms. Cynthia Solomon, the last surviving member of the three people responsible for inventing the Logo programming language for kids has been with us since the beginning. Everything I know about teaching teachers I learned from Dan and Molly Watt, who abandon retirement each summer to help educators reflect upon their CMK learning adventures. Brian Silverman has had a hand in every strain of Logo, Scratch, and LEGO robotics sets for the past forty years joins us each summer. The Aussies who invented 1:1 computing have been on our faculty as have the co-inventor of the MaKey MaKey and Super-Awesome Sylvia. Sadly, we recently lost the remarkable Edith Ackermann, an elegant and profound learning theorist who worked with Piaget, Papert, and Von Glasserfeld. Edith was part of CMK for three years and touched the hearts, minds, and souls of countless educators. CMK introduced the profound work of Reggio Emilia to a new community through the participation of Lella Gandini, Lillian Katz, and the magnificent Carla Rinaldi.

Legendary author & civil rights icon Jonathan Kozol explores a CMK project

Nothing moves me more deeply than the stories of how CMK participants had coffee or went for a walk with a genius they only had access to because of our institute.

Two of the greatest learning theorists in history, Edith Ackermann & Carla Rinaldi share a laugh at CMK 2016

CMK welcomes educators of all ability levels, from newbies to tech-savvy power users, but everyone learns together from and with each other. Annually, teachers at CMK create amazing projects that might have earned them a TED talk two years or engineering Ph.D. five years ago. For example, educators at CMK 2016 created their own version of Pokemon Go a mere week after the actual software was released to great media fanfare.

Most of all, year-after-year, Constructing Modern Knowledge demonstrates that:

  • Teachers are competent
  • Knowledge is a consequence of experience
  • Learning best occurs in the absence of instruction
  • Technology supercharges learning and makes us more human, creative, expressive
  • Education can and should be non-coercive
  • Assessment is at best adjacent to learning
  • Constructionism is effective
  • Things need not be as they seem
  • It is possible to create rich productive contexts for learning without fancy architecture, bells, furniture, curriculum, tests….
  • Educators are capable of innovation and invention with bleeding edge tools
  • Learning is natural, playful, intense, whimsical, and deadly serious
  • Age segregation, tracking, and even discrete disciplines are unnecessary and perhaps counterproductive
  • A learning environment should be filled with a great variety of objects-to-think with
  • Collaboration is great as long as its natural, interdependent, flexible, mutually beneficial, and desired
  • Computer programming is the new liberal art

Although a labor of love, Constructing Modern Knowledge is a hell of a lot of work and relies on the generosity of countless colleagues. I created CMK when no other institution or organization would do so and have run ten institutes with zero funding, grants, sponsors, or vendors. I packed up the first CMK and caught a plane two hours after the 2008 institute ended. Last year, eight of us spent two and a half days packing up the 60 or so cases of books, tools, materials, and technology we ship across the USA before and after each institute.

A few of the 60+ cases that become the CMK learning environment

Our hearts swell with pride from how CMK alumni are leading schools and professional learning events all over the world. Through their efforts, the impact of Constructing Modern Knowledge will be felt by children for decades to come.

If you have read this far, I hope you will understand that 2017 may be the last Constructing Modern Knowledge. Please consider joining us.

Since CMK believes that anything a learner needs should be within reach, we build a library.

Whether or not the Constructing Modern Knowledge summer institute ends in 2017, we will continue to offer innovative learning adventures for educators around the world. Check out the CMK Futures web site to learn about bringing our expertise to your school, community, corporation, or conference.

I became a pre-k through 8th grade teacher in the mid-1980s. I was literally in the last teacher education cohort who was expected to learn how to teach science, music, art, physical education, special education, make puppets out of Pop-Tart boxes, create math manipulatives, and fill a classroom with interdisciplinary projects. Teacher preparation was equal parts art and science. Then around 1985, a couple of years after A Nation at Risklegislatures around the world declared, “Teaching ain’t nothin’,” and replaced rich and varied teacher education curricula with Animal Control and Curriculum Delivery.

Today, anyone who has ever been a billionaire or 7-11 night manager can run the US Department of Education or be a superintendent of schools, while well-prepared and experienced educators are met with suspicion and derision. We say that, “we stand on the shoulders of giants,” but ask a room full of school leaders how many of the authors in this reading list they have read and prepare to be stunned by the blank stares. Suggest any teaching practice not sold by Pearson and you’re likely to have a school principal reply, “Oh! You mean like Montessori?” Quite simply, unqualified is the new qualified.

Elementary teaching has been narrowed and departmentalized in ways that make it as ineffective as high school. Truly getting to know each child and to engage them in meaning making through interdisciplinary projects has been the first casualty of the assault on the art of teaching. As teacher agency has eroded through mistrust, prescriptive curriculum, and standardized testing, teachers become less, not more, thoughtful in their practice. When you mechanize teaching and place it under constant surveillance, teaching quality becomes less human, rewarding, joyful, creative, and more compliant.

Over the past thirty years, educators have lost control, freedom, and memory of classic pedagogical practices. During my work in classrooms around the world, I am often struck by how teachers are unaware of teaching practices I have long taken for granted. For example, I just assumed that every teacher knew about classroom centers, could defend their use, and make them a staple of each learning environment. I was wrong. That’s one of the reasons I wrote “Thoughts on Classroom Centers,” although I would still love to find the seminal work(s) on the topic.

Choice Time

While mentioning this lingering question to one of my heroes, Deborah Meier, she suggested I ask Renée Dinerstein. (I intend to) Ms. Dinnerstein is the author of a fine new book, Choice Time – How to Deepen Learning Through Inquiry and Play, PreK-2. The book focuses on the critical element of student choice and what they do during learner-centered classroom time. Classroom centers are the magic carpet of choice time.

I just purchased the book and cannot recommend it highly enough. It is a beautiful guide filled with clear and practical advice for teachers without being condescending or treating its readers like imbeciles. The book is not 500 pages of jargon and reproducibles, but rather 165 pages of inspiration intended to rekindle creative teaching in order to create more productive contexts for learning by children. It also helps teachers observe and understand the thinking of each child.

Although it says that the book’s wiscom is intended for PK-2nd grade, I would recomment the book to teachers at any grade level.

The author maintains a web site, investigatingchoicetime.com, intended to extend the inspiration shared in the book.

 

More than 20 years ago, a graduate student of mine, named Beth, (surname escapes me, but she had triplets and is a very fine high school math teacher) used an early version of MicroWorlds to program her own version of a toolkit similar to Geometer’s Sketchpad. Over time, I ran a similar activity with kids as young as 7th grade. I’ve done my best to piece together various artifacts from my archives into a coherent starting point for this potentially expansive activity. Hopefully, you’ll be able to figure out how to use the tools provided and improve or expand upon them.

Students (middle and high school) will use MicroWorlds EX create their own tool for exploring two-dimensional geometry similar to Geometers’ Sketchpad, Cabri, or GeoGebra. [1]

As students build functionality (via programming) into a tool for creating and measuring geometric constructions, they reinforce their understanding of important geometric concepts. As the tool gets more sophisticated, students learn more geometry, which in turn leads to a desire to explore more complex geometric issues. This is an ecological approach to programming. The tool gets better as you learn more and you learn more as the tool becomes more sophisticated.

Along the way, students become better programmers while using variables, list processing, and recursion in their Logo procedures. They will also engage in user interface design.

Resources:


[1] I would not show commercial models of the software to students until after they have programmed some new functionality into their own tools.